My players are about to go into an area that slowly petrifies everything inside it. What sort of monsters and encounters would you suggest? The area drains all energy from things until it turns to stone. I know cockatrice are immune, as are basilisks, but I'm having troubles finding other things that might live in an area like that, that wouldn't be also turned to stone. Other than earth elementals. Any suggestions?
Here's the situation, players and crew are sailing through the seas on a beautiful tropical day, when they notice the inky blackness on the horizon... A storm is coming. A big one. They're expecting a battle, and have taken precautions but the storm is an added hiccup they weren't expecting. Soon after the storm hits, in the flash of the lightning they see them... Viking raiders in their longships. Soon they hear the raiders singing, striking fear into the hearts of their crew.
Those archetypes can't be had together. One gives up favoured terrain, and another is built off it. Also, with it being gestalt, I don't need to split it like that. But great ideas all. I'm assuming that for mythic, give him the dual tiered feat, champion/trickster would be best. What other mythic feats/abilities would you suggest?
WARMACHINE CR 4
Speed 60 ft.
SPECIAL ABILITIES
MERCENARY - STANDARD CR 3 XP 800 Male human fighter (phalanx soldier) 4 NE Medium humanoid (human) Init +2; Senses Perception +2
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
OFFENSE
Space 5 ft.; Reach 5 ft.
Feats Improved Shield Bash, Missile Shield, Phalanx Formation, Power Attack, Shield Focus, Shield Wall, Two-Weapon Fighting Skills Acrobatics -3 , Acrobatics (Jump) -7 , Bluff +2 , Climb -2 , Disguise +1 , Escape Artist -3 , Fly -3 , Intimidate +6 , Perception +2 , Ride +2 , Sense Motive +1 , Stealth -3 , Survival +5 , Swim -2 Languages Common, Orc SQ bonus feat, bonus feats, combat trick / improved shield bash, combat trick / power attack, combat trick / shield focus, combat trick / two-weapon fighting, phalanx fighting, skilled, stand firm, +1 bonus feat Gear masterwork field plate, masterwork longsword, masterwork shield, heavy steel (shield spikes), bolas (2), sap, masterwork glaive-guisarme, net SPECIAL ABILITIES Bonus Feat Humans select one extra feat at 1st level. Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Combat Trick / Improved Shield Bash When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn. Combat Trick / Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn. Combat Trick / Shield Focus When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield's bonus to AC against that attack increases by an amount equal to the number of stamina points you spent. Combat Trick / Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0. No Racial Subtype You have chosen no racial subtype. Phalanx Fighting (Ex) At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Stand Firm (Ex) At 2nd level, a phalanx soldier gains a +1 bonus to CMD against drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Or you could introduce an npc that can convert magic items. Ie this cloak costs 115k, the crafter can convert it into another cloak that costs a similar amount. With the cost of his labour it'll be cheaper than buying a new one, takes a powerful item of evil out of play, and gives them something more than just some gold.
I'd say go kensai magus/monk. You will have ALL the ac, you will go first, and you can buff your fists with arcane pool. And doing something like chill touch then flurry, then a point of ki for an extra attack... Unchained monk or something else doesn't matter, you will BREAK opponents quickly. And with the spells you have access to nobody is out of range, or is safe. Depending on level you can do stuff like a force hook charge to get to your opponent, flurry, stun, trip, ect every round.
The problem is that individually they're cr 7. And I want there to be 25 of them. So should I stat it as a Cr 15-18 creature with the troop subtype? They're hungry ghost monks with the Corrupted template from the book of vile darkness. Trained to work together REALLY well. So they've got broken wing gambit, wounded paw gambit and paired Opportunists. Armed with double kama and shuriken for reach and opportunity attacks. They also deal damage 1 size greater due to the template, and each monk does an additional 3 Vile damage, which can't be healed unless you're on consecrated ground.
After putting so much effort into finding mass combat rules that work, I just stumbled onto the troop subtype. It's perfect for my needs, but I need help turning the enemies into troops. I've got individual ones made up, but need help turning them into troops. If I post Tue individual characters up would someone give me a hand adding the subtype? There'll be a few, but once I understand how to do it I don't think it'll be too difficult to do the rest. Anyone game?
Also, while the numbers are larger than what is usual, they're still low enough that mass combat may not always be the most effective. 30-40 commoners, 20 or so city guards, 5 lvl 5 cavaliers, the PC's, and about 30 others in a fortified city vs 60+ lvl 6 fighters and about 500 bandits. Most of those numbers are too small for mass combat from ultimate campaign to do effectively, so anyone have a suggestion for how to run it that won't take an hour of dice rolling per round on my part?
Benefit: While you maintain psionic focus, your attacks with a ranged weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an attack with a ranged weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Looking at these 2 feats, it seems Shared power is Network power+
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